[Torg] Weird science question?

Tommy Tanaka tommytanaka at gmail.com
Fri Nov 7 23:30:10 EST 2008


2008/11/7 Steve Crow <crow_steve at hotmail.com>:
> Did a bit of checking. The rules on page 84 of the Terra SB seem to address
> the question of boosting attributes. They still don't talk about boosting
> skills, though. And it's not clear what the limit is on a skill. Other than
> the numbers given on page 84 of the NE SB (I said 77 earlier, sorry).
>
> Do you just assume that whatever the skill is that the gadget user already
> has, it's at the max so you just have to boost the skill and the limit value
> equal amounts?
>
> Or something else...?
>
> So we're still kind of confused.

Not difficult, considering how confusing the rules are. Okay, here's
what I can remember from when I was playing a Weird Scientist
(unfortunately, my books are in storage.) So I may be off a little on
the game mechanics.

There are basically two things that you can do. You can build a gadget
that has a skill, in which case you use the normal rules for building
systems and use the limit values described on the skill table in the
Nile Empire sourcebook. This lets you build things like cars that can
drive themselves, lock-picking gizmos, etc. If you want your gadget to
have a higher skill than the limit value, you have to use Boosters.
The second is build a gadget that augments the skill of its user. Your
Gecko Gloves that give +2 to Climbing skill, Spring-Heeled
Jackboots(tm) that give +3 to your Jump Limit Value, or Joo Janta 200
Peril-Sensitive Sunglasses that give +6 to your Willpower (only for
resisting fear effects). These Gadgets are all Boosters (and probably
Compensators, too.)
1) Decide what it is you want to enhance Climbing Skill, Jump Limit
Value, Willpower skill).
2) Decide what the System Value you're trying to boost is. I usually
use the relevant Limit Value (For attributes, 13, for things like
movement or lifting ability, the human limit values for those, for
skills the limit values from the table in NE.)
3) Make your Weird Science check against that value; run your result
through the Power Push table (Speed Push if you aren't a Weird
Scientist, if I remember correctly, and you're limited to one Booster
for the system.) More Boosters can be added to the system as long as
you make each skill check, but each one goes against the current
boosted value. Record the bonus and the fatigue cost for each booster
from the Power Push results.
4) When using the Gadget, the user has a penalty equal to the number
of Boosters used, generally to whatever attribute is most appropriate
(usually Dex or Per.) Remember those fatigue costs? You have to pay
those (for each booster used) each time the Gadget is used. Depending
on the nature of the gadget, this is either paid by the user or the
Gadget's System Toughness.
5) One Compensator can be attached to each system. Roll Weird Science
against the total boosted system value, read the result through Power
Push table. This bonus can be subtracted *either* from the user
penalty, or the Fatigue Cost.
6. Add fudge to suit taste. This is where House Rules and GM Calls
come into play. Things like the Willpower boost being restricted to
resisting fear effects. I forget exactly what rule we came up with for
that, but restrictions like that should either make the gadget
cheaper, easier to make, or easier to use. I had a super-suit with
several attribute boosters that really would have been too powerful
90% of the time, so talking it out with the GM I agreed that normally
the boosters would only be at half value, but in situations where we
were getting our butts kicked, he could trigger his Limit Break
(Overdrive, whatever you want to call it), activating the Adrenalin
Surge Pulp Power System, which would give the normal advantages of
Adrenalin Surge plus the boosters would be at full value for the
duration of the Surge. At which point they'd all go off-line until he
could take the suit back to his workshop and repair it.

-Tommy "We have the technology" Tanaka
-- 
Marching to the beat of my own horn.



More information about the Torg mailing list